Simplified closable type game board device for basic symbol and alphanumeric recognition

ABSTRACT

My child educational board game, “Word Battle Simplified”, embodies a configuration requiring players to approach the fundamentals of literacy and numeracy by calling out spaces in a competition of take away so that, once all prepositioned and hidden game elements on opponents&#39; targeted regions are found, the last player with symbol marked blocks in his or her playing field wins.

CROSS-REFERENCED TO RELATED APPLICATIONS

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STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

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INCORPORATION-BY-REFERENCE OF MATERIAL SUBMITTED ON A COMPACT DISC

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A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner, MilnerBenedict III, has no objection to the facsimile reproduction by anyoneof the patent document or the patent disclosure, as it appears in thePatent and Trademark Office patent file or records, but otherwisereserves all copyright rights whatsoever.

BACKGROUND OF THE INVENTION

(1) Field of the Invention

From the time of birth, learning begins. A primary objective for a childis mastery of various foundational concepts. This includes anunderstanding of shapes, colors, letters and numbers—the basis ofliteracy and numeracy. Thus, teachers and parents look for, and use, funand engaging methods in educating the young. While computers and othertechnological devices are beneficial, they present limitation withregard to interpersonal interaction—a key ingredient to pedagogicaldevelopment. Therefore, game boards still provide an optimal approachfor learning within a social context.

The invention disclosed here relates to a game board of the traditionaltabletop variety. It allows for discovery of pieces marked with basicalphanumeric and other identifying symbols. These pieces may be groupedon spaces of a game board in logical patterns, as would be the case forwords and their component letters. The pieces could also be placed onthe game board singularly, as would be the case for shapes, colors,letters and numbers.

The game presented here requires recognition of playing elements markedwith alphanumeric and other identifying symbols. The playing elementsare presented on rectangular tiles. These tiles are to be attached toindividual spaces. Attachment of a tile to the game board may berealized through the use of materials such as magnets or Velcro. Themagnets or Velcro could be applied to one side of the tiles opposite theside that is marked.

Players aim to locate and eliminate playing elements off an opponent'shidden grid. The course of gameplay may be restricted to locatingelements of a specific category, such as shapes, colors, letters, ornumbers. However, players may elect to utilize any combination of thesemarked pieces prior to game start. This disclosed invention thereforeaims to introduce a fun and engaging way for learning the conceptsfoundational to school and lifelong success.

Because of the generic framework of this invention, it may be adapted toany language or regional dialect therein, which includes Indo-European,African, Asian, and Pacific Island, as well as any others not mentionedhere.

The invention barrows a feature from a previously patented work (seeBenedict III, U.S. Pat. No. 7,665,735 B2) that enables individualplayers to use modified game boards, allowing multiple players tocompete in a given competition. What is presented here, however,incorporates a fundamental difference that makes this application newand unique.

The disclosed invention comprises two rectangular boards which arehinged together on one side. When opened to an approximate ninety degreeangle, two grids are revealed—one grid inside the device on a bottomrectangular board and one outer grid that is on top of a rectangularlid. The rectangular lid is a second of the two rectangular boards andthe outer grid on the lid is visible to the opponents of a player.

The outer grid is a key element barrowed and integrated into thisinvention. However, what is different in this disclosure is that thereis no grid found inside the opened device underneath a rectangular boardlid. The invention originally disclosed by Benedict III holds threegrids, whereas this disclosure holds two grids. This simplifies BenedictIII into a format that standardizes gameplay regardless of the number ofopponents. In other words, whereas the inside upper grid of the originalconfiguration was specified for use by two players and could be usedadditionally for three or more opponent play, this disclosure presents agame device that allows multiple players in an arrangement that is thesame for all numbers of competitors.

The elimination of the inside upper grid found in Benedict III acts toreduce confusion about how the game is played. This part of the originalboard was redundant to the objective of locating and discovering gameelements from an opponent's hidden bottom interior grid. Reasonablyconsidered, the extra grid of the original disclosure seems tocomplicate gameplay. Taking away the upper inside grid benefits therules as applied to all players, regardless of the number ofparticipants.

In this simplified version of the three grid closable type game board,prepositioned marked tiles are removed from a targeted opponent's bottomgrid. This happens as opponents call coordinates which in fact hold gameelements. These game elements are then attached to the matchingcoordinates on an outer grid. This simplification makes multiplayergameplay uniform. Thus, a fundamental difference is realized between theprior art and this disclosure that necessitates a formal application forintellectual property protection in the United States of America.

The game, as defined by the invented device, while retaining aspects ofsimilar commercial products, is characterized by an outer grid used inconjunction with a bottom grid. This enhances the game's ability toachieve and maintain participation in several respects:

-   -   (1) By requiring a child to give consideration on where to place        marked tiles on his or her bottom board grid so as to delay or        prevent opponents discovering them;    -   (2) By providing a game device where players intuitively        understand that game elements discovered on a bottom board grid        are simply transferred to the same space on an outer grid of a        vertical board, and where such understanding is reinforced by        clear and concise instructions;    -   (3) By providing a game board device that is designed to spark a        child's curiosity in solving the mystery of where various game        elements are hidden;    -   (4) By exposing a child to the fundamentals of literacy and        numeracy in a way that encourages him or her to hunt for an        opponent's shapes, colors, letters and numbers, and    -   (5) By providing a rectangular closable type game board that        allows players to attach rectangular tiles to a bottom grid so        that, as spaces are selected, those tiles are transferred to the        matching coordinates on an outer grid, thus revealing        alphanumeric and other symbols which were prepositioned on an        opponent's targeted field. This key aspect of a closable type        game board with two playing fields, instead of three, adds a        level of simplicity not originally found in Benedict III, U.S.        Pat. No. 7,665,735 B2.

The disclosed invention may currently be classified under class 273,which identifies various amusement game devices. More specifically, thedisclosed is a competition of take away where game elements, orrectangular tiles, are prepositioned on a hidden, bottom grid prior toplay. Then, each contestant selects a coordinate, one move at a time,which results in a “hit” or “miss” with regard to individually selectedspaces. This game, of course, can be enhanced beyond a mere hit or missratio by adding tiles imprinted with question marks. In that case, aquestion marked tile may be placed on the outer grid coordinate when aspace is selected that holds a game element whose identity is unknown.The player in turn then has to determine the exact piece in question. Acorrect guess would result in replacing the question mark with theactual tile from the bottom grid. The game would end when one of thelast two remaining players correctly identifies the last remaining gameelement on his or her opponent's bottom board grid.

Regardless of whether question marked tiles are used, successfullytaking away the last remaining game element from an opponent's bottomboard grid results in a win for that player. This invention maytherefore fall within the category of Nim games.

It should be noted that there are two general domains from which thisdisclosure is derived: First, games that require a level of skill andknowledge for logical reasoning, and second, games that do not assumesuch requisite ability. Further, there are Salvo type games which relateto aspects of simulated warfare, and Nim type games which are based onremoval of game elements. Nim and Salvo may be thought of asrepresenting stages where competitions serve to introduce the buildingblocks for a foundation in reasoning skills. It is a given that thesegames ultimately led to the original educational tool cited in BenedictIII that enabled multiplayer competition within a Salvo type design.

Demonstration of vocabulary and other knowledge are not generallyassumed with Nim games. Therefore, it would be appropriate to develop adisclosure that acts as a bridge from rudimentary to more challengingtasks. Such a design would need to instill and cultivate recognition ofsymbols such as shapes, colors, letters and numbers—the foundation ofliteracy and numeracy needed for life success. Further, creating a boarddesign that does not confuse or overly complicate the aim of such gamesis an important requirement.

There have been, of course, many related configurations in the prior artwhich touched on areas of literacy and numeracy. But adding such gamesinto a board design that utilizes two separate playing fields in a waythat enables, conceivably, unlimited multiple players stimulates a levelof reasoning for children not typically possible. As has already beenstated, having three grids within the previously presented board addsredundancy. This redundancy can be resolved by limiting the board to twogrids while maintaining the innovation of that original multiplayerdesign. This disclosure now discusses the prior art in illustrating thispoint.

(2) Description of Related Prior Art

In discussing this invention, it is important to recognize severalpertinent types of game board configurations. These patented gameconfigurations of the prior art can be divided into related categories.Such games are contrasted from the present invention and are aprogression in the stages of development which led to the currentdisclosure. Hence, the full merit of this new game board is validated.

Games of the prior art have required skill in placement of pieces insuch a way as to delay opponents successfully targeting and eliminatingthem. Players also use sequencing abilities to guess what elements, suchas letters, come in any particular order based on logical word spelling.This is why such games, and specifically those of word discovery, couldfall into a category of salvo, as players try to eliminate an opponent's“fleet” of words in those competitions.

In providing a perspective on the value of the currently disclosedinvention, several groups of amusement games are detailed. The first isin regard to the art proceeding Benedict III in U.S. Pat. No. 7,665,735B2. This section discusses two player games in salvo and word discovery.The next section briefly examines how Benedict III reconfigures games ofthe prior art so as to allow three or more players to compete in a givencontest within a modified board format. Thus, Benedict III is thedividing line between prior designs and a single device which allowsfor, conceivably, unlimited numbers of opponents.

Following Benedict III is a discussion in regard to Nim games. The pointhere is to show what devices have utilized qualities which make themappealing and how aspects of these are found in the currently disclosedinvention.

Last, the application points to a problem of the prior art: notably,that a closable type game board designed with three separate gridsyields a redundancy beyond what is needed to accomplish an objective ofsymbol discovery. As already stated, this redundancy can be overcome byremoving the upper grid inside a device located on the vertical board.This has the effect of simplifying how game pieces move with respect tothe two remaining grids and eliminating the need to provide players withmore complicated instructions. Thus, readers of this disclosure shouldbe able to follow the path which naturally illustrates the reason forthis application, the “Simplified Closable Type Game Board Device forBasic Symbol and Alphanumeric Recognition”.

Part I Games for 2 Players (A) Salvo

(i) Closable Type with 2 Grids

The first category for discussion regards salvo games which allow for amaximum of two players in any given competition. In this embodiment,each contestant utilizes a game board that remains closed when not inuse. When opened for competition, two grids are revealed. These grids,or playing fields, are somewhat perpendicular to each other. The boardsremain connected via a hinge on one side of the device.

Competition involves players calling out coordinates in turn. Theobjective is to guess which spaces on an opponent's targeted grid areoccupied with pieces. There are several examples which cover this styleof game device.

E. E. Blau in U.S. Pat. No. 2,053,598 demonstrates a game that comprisestwo flat boards each holding identical playing fields with sockets forreceiving and removing pegs and other naval pieces such as warships.These boards are hinged together, allowing for the apparatus to beclosed and then opened for play. The playing field located on theupright vertical board is the shooting area. It is revealed when swungto a raised position with regard to the horizontal target board. Thetarget board is an action area playing field onto which he or she placeshis or her own game pieces. The game pieces on the target board are theobjective for elimination by the opponent. The target board rests on aflat surface such as a table, giving the entire apparatus a stable holdfor play.

E. J. Adams in U.S. Pat. No. 4,194,742 demonstrates a game board relatedto Blau with one notable difference: game pieces representing landmasses are provided which fit onto the grid, which is referred to inAdams as a playboard, coordinates. This invention embodies anintegration of geography onto the game device more approximating salvowarfare. Also, Adams provides storage bins on either side of theplayboard which may be divided into smaller compartments. This gamedevice allows for two opponents per competition.

A. B. Thomander in U.S. Pat. No. 3,514,110 demonstrates essentially twovariations of the two grids salvo type closable game board. The firstvariety is unremarkable from the one presented in Adams. However, thesecond variety demonstrates a flat board divided into a pair ofidentical sections adapted to be arranged adjacent to each other. Onesection of the flat board is an area marked “Home Fleet”. The second isthe record area marked “Enemy Fleet”. In addition, there is a “ScoreArea” into which a player marks hits that have been made against theopponent. These hits are also recorded in the “Enemy Fleet” board.

Each player uses a flat game board identical in the characteristics justmentioned. These two boards are separated by an upright barrier thatobscures the selected placement of ferruled game pieces on each of theboards from the view of the opponent. A player calls out coordinates,with “hit” and “miss” attempts recorded appropriately until all targetshave been eliminated by one of the two players.

(ii) 2 Game Boards Attached Together

Another category regards salvo games that also allow for a maximum oftwo players in any given competition. First, there is the standarddevice with two playing fields visible to a contestant. However, in thisstyle, the two devices are attached to one another. In other words,instead of having two separate games, the backs of each vertical boardof the two devices are joined together. The horizontal bottom playingboards can then be folded up, enabling a single assembly, presumably toallow for ease of transport. Five patents of the prior art relate tothis characteristic, two of which are ornamental in design.

D. J. Lamb in U.S. Pat. No. 4,801,148 demonstrates a game of tacticalstrategy where a mounting structure is used for maintaining verticallydisposed maneuvering boards in a back-to-back relationship. FIG. 5 ofthis patent illustrates such an assembly. Further, there is a pluralityof game pieces and maps and transparent grid sheets which may be used onthe playing fields themselves, adding a degree of complexity to Lamb.

C. J. Woolhouse in U.S. Pat. No. 5,154,428 demonstrates two playingfields, each composed of a pair of sectioned grids, which are mountedtogether in a way that provides for ease of assembly and disassemblyinto a carrying case for transport.

William N. A. Creech in U.S. Pat. No. D536,039S demonstrates a zipperclosable carrying case within which a disposed maneuvering board dividestwo playing grids. The playing grids are situated into each side of thecase. When opened, the disposed maneuvering board is raised to avertical position. This obscures the view of either playing grid fromthe other. This arrangement allows play of the traditional table topgame known as “Battleship”.

Daniel J. DeOreo in U.S. Pat. No. D601,204 S presents the traditional“Battleship” game board. However, two of these boards are attached in aback-to-back relationship. This enables the two bottom, horizontallydisposed boards to be folded up and onto the center vertical board. Thesingle unit thus allows for ease of storage, transport, and assemblyupon use.

Of course, these games find their origin in “Battleship”—a pencil andpaper game invented by Clifford Von Wickler and then formally publishedas a pad and pencil game by Milton Bradley in 1943. These games havebeen restricted to competition between two players (seehttp://en.wikipedia.org/wiki/Battleship_(game)).

An important point can be understood from this discussion on Salvo gamesof the closable two grid type. The general embodiment of the previousart in this category has presented a format which directly touches on abasic game board comprising two boards hinged together on one side. Thisdisclosure, however, shows how the inside upper grid found within thetraditional “Battleship” style game can be relocated to the oppositeside of the vertical board. This becomes an outer grid visible to allopposing players. This outer grid enables opponents to see the currentstatus of all coordinates on a particular player's targeted board,facilitating a competition of multiplayer salvo. But are there othertypes of boards which facilitate Salvo competition? The followingsection addresses this question.

(B) Multiple Level Game Board

A category of game boards approaches the salvo type and offers more thantwo playing fields where two opponents compete. These multilevel gameboards are known in the prior art as devices allowing for simulatedbattle in play. Several examples demonstrate this category.

Harper et al demonstrates in U.S. Pat. No. 3,767,201 a multilevel gameboard arrangement for three dimensional chess or checkers game play.

Brennan demonstrates in U.S. Pat. No. 3,937,471 a multiple board chessgame with added play pieces.

Mayfield et al in U.S. Pat. No. 5,443,268 demonstrates a game with threechecker grid boards that are stacked, one above the other, and connectedto a vertical pedestal. Two opposing players are assigned to move gamepieces per board, therefore allowing for a total of six players tocompete. These players are grouped into two opposing teams who utilizearmament pieces different from prior games.

As can be seen from this discussion, inventors have created games thatindeed use three grids, but in a completely different configuration fromthe original disclosure found in Benedict III. Therefore, unlimitednumbers of contestants are precluded from play. There are, however, flatboards which allow several players, but are still limited in the totalnumber of potential contestants.

(C) Single Level Game Board for Multiplayers

Another type of multiplayer board regards a game with a single, flatcentral playing field whereupon opponents engage one another for thepurpose of elimination of the opponents' pieces.

S. Shkolnik demonstrates in U.S. Pat. No. 3,840,237 three participantswho engage one another for the purpose of checkmating the two otheropponents. This is done on a central, six sided board that has threesides for directly playing the game.

Of course, a game board of the prior art relates to Chinese Checkers.This is a flat board that can be played by a maximum of six people.However, five people cannot play. The objective, unlike salvo, is to bethe first to place one's pieces in the corner opposite their startingposition. This board is apertured into a hexagram. Single moves or jumpsover other pieces are allowed in competition (seehttp://en.wikipedia.org/wiki/Chinese_checkers).

A variation of Chinese Checkers is demonstrated by Wendy Ko in U.S. Pat.No. D450,779 S. This game board is an ornamental design that allows itto be folded up with a fastener.

The first several parts of this survey have related to Salvo type games.As the currently disclosed invention relates elements of literacy, it isimportant to see what discovery type word competitions exist. This showsthe development that led to the original disclosure by Benedict IIIregarding a closable type game board box featuring three grids—aninnovation which has been transformed into the new invention disclosedhere.

(D) Discovery Type Word Games

A category relevant to the prior art involves games where the generalstrategic objective is a “hit” or “miss” of targets between two players,but which focus on words and their component letters as opposed tomilitary or naval units. The manner of play may vary among various wordforming games, but their underlying theme is to create, strategizetoward, discover and solve for words.

An example is demonstrated by M. Kindred in U.S. Pat. No. 4,059,273.Here, a game board is set forth that has twenty six rows of playingareas arranged in five columns. Playing pieces are placed into theresulting spaces. An opponent attempts to break a hidden code formed bythe pieces. The rows are numbered A through Z and the attempts arescores according to the nearness to an accurate guess by the player. Thecode has five such letters forming a word, one letter per column.

Another example is demonstrated by E. J. Jones-Fenleigh in U.S. Pat. No.4,188,036 which sets forth a game comprising a board, a holder, a set ofplaying pieces, a set of marking elements, a set of scoring elements anda word list. The board has a number of rows of playing areas which serveas test areas for a player's attempts in duplicating a hidden code wordchosen by the player's opponent. The game is played with the intentionof achieving a set number of points, agreed upon prior to game start,for an equal number of rounds played.

In U.S. Pat. No. 3,427,028, Abrahamsen teaches an invention with twoembodiments. The first comprises a vertically disposed playing boardresembling that of a grid. The second embodiment holds multiple panelsappearing as rectangular grids, each attached to the others on one side,which are disposed at preferably equal angles from each other. Thisallows each player to be pitted against two opponents. Also provided areplaying pieces which are marked with letters, with the same letterduplicated on either end. The objective is to build words in lateraldirections while frustrating words which have already been completed inthe opposite directions by opposing players. Points are scored with eachword built into the grid per turn, with the winner presumably being theone with the most points at the end of the game.

As has been established here, while military and naval style games havebeen provided where participants strategically place valued pieces incoordinate grids and attempt to locate and eliminate one another'spieces within a defined area, and while there are various word formingtype games whose underlying theme is creating, strategizing toward,solving for and discovering words and their component letters, it isimportant to note that games have been provided regarding the injectionof letters, instead of military or naval units, into a grid coordinatesystem. The use of letters in a grid coordinate system may come torepresent a “fleet” of words for elimination by an opponent. Severalgames have been published online which provide setup instructions andrules for such competitions.

(E) Combination Salvo Word Discovery Type

http://www.superteacherideas.com/spelling2-battleship.html demonstratesthe game activity “Sink and Spell” where students make a sheet with twogrids. Letters are written on the top and numbers to the side forcoordinate identification. The players then write words into the grids.Coordinates are called out, with a “miss” indicating no letter in aparticular space, and a “hit” resulting in the opponent revealing theletter. This game is played by a pair of opponents.

Another example posted on this website, “Battleship Spelling”, is a moredetailed version of “Sink and Spell” with guidelines regarding number ofwords to use and dimensions of paper sheets on which to create thegrids. The listing actually states that this is “just like theBattleship board game”.

Http://www.lessonplanspage.com/LASpellBattleship3JH.htm, posts “SpellingBattleship” with the rule that once there is a “hit” on any particularcoordinate, the opponent is immediately told the word and he or she thenhas to spell it correctly. If that player correctly spells the word, heor she gets a point and the word is revealed in its entirety; otherwisethe turn is lost. That player, however, may reattempt the spelling onthe next go around by calling the space coordinate again. The firstplayer to locate and spell all the words on his or her opponent's gridwins.

It is clear that an advantage of military or naval style games of theprior art has been developing within players the skills important fortracking dispersal of attacks over a coordinate system and anticipatingwhere the next “hits” could be. This advantage was constrained, however,in that they engage players on mere “hit or miss” cues, limitingassessments to success: failure ratios between opponents' progressagainst one another's targets. Advantages of word games of the prior artencourage players to develop spelling abilities for accurate vocabularyusage, as well as to figure out how words are encoded into language,their meanings, and differences in relation to one another for theultimate objective of communication.

The prior art discussed in this analysis shows how these two keyfeatures: (1) initiating, tracking, and assessing the success or failurein targeting unknown prepositioned objectives within a military or navalstyle grid coordinate type system, and (2) creating and solving forwords in a puzzle type environment, have been combined by inventors tocreate innovative games. Substituting words and their respective lettersfor military or naval units into the typical coordinate grid system of asectioned, visually hidden region is a clear advantage of suchinventions. The result is an expansion of the identifiable qualities ofeach occupied coordinate so that, once a space is determined to beoccupied, arbitrary guesses leading to more calculated judgments can betaken. This brings a mere salvo objective to a point where vocabularycan increase the necessity for higher logic and sequencing skills.

With this said, a key disadvantage of previously provided word salvogames was their allowance for a maximum of two players in anycompetition. They were thus limited in the scope of complexity whichcould have been achieved through three or more opponent play. Thisproblem was overcome by Benedict III in U.S. Pat. No. 7,665,735 B2.

Part II Multiplayer Word Salvo Type Game Board

Benedict III demonstrates an embodiment of the abovementioned salvo playboard with an addition that makes multiple player word discovery gamespossible. The basis of that patent is placement of a grid on top of agame board lid. When opened, so that the lid is in a ninety degree anglefrom the base, three playing fields are revealed. These are utilizedduring competition, allowing three or more opponents to participate atonce. This is a novel approach to the related prior art, because gameboards always had some set limit to the total number of allowed players.No previous design has enabled play for, conceivably, unlimited numbersof contestants.

Part III NIM

The game categorized as Nim is a competition of strategy where twoplayers take turns by picking up pieces from a group or set of contestelements. In normal, conventional play, the objective is to be the firstto remove all targeted pieces. Alternatively, in Nim the player to takethe last object loses.

It is believed, though not entirely certain, that the game of Nimoriginated in China. The term itself was coined by Charles L. Bouton ofHarvard University, with its derivation relating to Nimm, which means“take” in German. The word is also related to the obsolete English verbNim, which means “take” (see http://en.wikipedia.org/wiki/Nim_Game).

The first game of this category is in regard to Benatti, U.S. Pat. No.6,155,566. This publication describes two identical play boards, eachwith a pair of playing positions arranged in rows that form twotriangular patterns, with the two patterns coming together at a centralrow comprising at least one play position. The play positions areshallow depressions into which pieces are placed.

Essentially, two opponents take turns in compelling the other to movehis or her pieces onto the second play board. The winner is the one whoforces his or her opponent to move the last piece from one play board tothe second.

Another example of Nim is presented by Kunik et al in U.S. Pat. No.3,708,171. In that publication, the inventors propose a flat game boardhaving a plurality of circular apertures. Disc game pieces are thenplaced into the apertures. These disc pieces are rotatable into either“in play” or “out of play” positions. Two players alternate in movingthe pieces, one at a time per turn. The player who plays last and leavesone remaining game disc piece “in play” wins the game.

What is important to understand here is that each of these Nim gamesfocuses on the objective of moving, or remaining in place, the last gameelement in a board competition. This aspect is similar to the currentdisclosure in that, as the reader will see, the game requires moving ofthe last rectangular symbol marked tile into an out of play position, onan outer vertical playing field. It is this feature which lends theinvention to a category of Nim games.

As can be seen from this analysis, the use of individual letters is anaspect which touches on the currently disclosed invention. Many games ofthe prior art have, in fact, touched on elements of Nim, Salvo, numbersand word discovery. The problem, however, is specifically addressed tothe issue of designing a game board device for multiple players.

Throughout the prior art, multiplayer game boards have been created witha degree of complexity. But is there a more logical and visuallyergonomic way to integrate all the key aspects mentioned such thatplayers can naturally identify how the board is to be used, and withoutoverly detailed instructions? Can Benedict III be simplified in a waythat captures even more interest through its simplicity? This problem isresolved in the following section.

BRIEF SUMMARY OF THE INVENTION

Whereas the prior art focuses on elimination of prearranged words orother marked game pieces within various board structures, the disclosedinvention of this application functions to provide players with a gameboard device that makes multiplayer competitions possible whilesimplifying previously presented formats.

Players select spaces, which in turn reveal game elements prearranged onthe opponent's bottom playing field. This reduces game playing to a hitor miss competition among opponents. As a result, children beginrecognizing the basic alphanumeric symbols of literacy and numeracy.

It is therefore accordingly an object of the present invention toprovide a game of take away which avoids the aforementioned problem ofthe prior art—that being a multiplayer board that does not easilyassimilate into the criteria needed for a more straightforward boarddesign that matches age appropriate competition among school children.In other words, this disclosure brings the multiplayer word salvo typegame down to a point where it is intuitively more playable for boys andgirls.

The primary way in which this invention holds interest for children,which allows it to overcome the just mentioned problem, happens byremoving the upper inside grid from the device originally presented byBenedict III, while maintaining the key innovation of an outer grid ontop of a rectangular game board lid.

Having a game device where game elements can simply be transferred fromone grid to a second grid achieves more understandable and logical rulesfor play. Hence, the full merit of the invention presented here isestablished.

It is also an object of the present invention to provide a Nim game thatovercomes a problem of the prior art: the restriction of a typical gamedevice to a certain number of players. By redesigning Benedict III withtwo grids, instead of three, competitions can still allow for anunlimited number of opponents to compete in any given competition. Thisessentially brings the typical Nim game to a point where it meets thecategory of multiplayer word salvo discovery, yet is more easilyplayable for children of any age.

A further object of the present invention is to act as an introductionto higher stages of games which educators utilize in teaching schoolcurricula. Such games require more advanced levels of reasoning andknowledge. These involve salvo, word discovery, and an integration ofboth (see Benedict III, patent number U.S. Pat. No. 7,665,735 B2), aswell as various games of numbers and logic. By simplifying Benedict IIIin a way that maintains the advantage of allowing multiple contestants,the currently disclosed invention fosters and accelerates theassimilation of the basic alphanumeric symbols knowledge needed formastery in life achievement.

Furthermore, an object of the present invention is to provide a closabletype game board which opens to an angle that is approximately ninetydegrees, allowing the base to rest upon a flat surface. When broughttogether with other closeable type devices, the invention may enable twoor more individual players to arrange tiles marked with alphanumericsymbols on the bottom playing fields of their game boards. The lastremaining player with marked game elements on his or her bottom gridwins the game.

The advantages of the game which are the object of the present inventionare the following:

-   -   The child is introduced to critical thinking skills by requiring        him or her to think about where targeted game elements may be by        simply selecting spaces and seeing what pieces are revealed;    -   The fundamentals of spelling, vocabulary and other related        knowledge are strengthened in getting the child accustomed to        simply seeing shapes, colors, letters and numbers revealed in        the course of play, and    -   a child is introduced to multitasking skills by requiring him or        her to take a “bird's eye” approach in visually assessing the        status of opponents' pieces on his or her playing field, thus        giving the player not only a head start in winning the game, but        a head start in winning at life.

BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS

The present invention is further described hereinafter with reference tothe parts, their assembly and relationships, shown in the accompanyingdrawings, in which:

FIG. 1 represents one of the five sets of rectangular tiles used as gamepieces, with the first of five sets marked with letters of the alphabet;

FIG. 2 represents sets two, three and four of the five sets ofrectangular tiles used as game pieces, with set two imprinted with basicshapes, and set three imprinted with question marks, and set fourimprinted with a red surface;

FIG. 3 represents set five of the rectangular tiles which may be used ingameplay and which are imprinted with the numbers zero through nine;

FIG. 4 represents the disclosed invention in an opened position from theperspective that would be observed by a single, particular player, withRoman Numeral One identifying the bottom rectangular board which ishinged on one side to a second rectangular board identified with a RomanNumeral Two;

FIG. 5 represents the disclosed invention in an opened position from theperspective that would be observed by all other opponents duringcompetition;

FIG. 6 demonstrates the closing and opening of the hinged game board forbasic alphanumeric symbol recognition;

FIG. 7 illustrates an approximate positioning of two simplified closabletype game board devices as would be the case for a two playercompetition;

FIG. 8 illustrates an approximate positioning of three simplifiedclosable type game board devices as would be the case for a three playercompetition;

FIG. 9 illustrates an approximate positioning of four simplifiedclosable type game board devices as would be the case for a four playercompetition;

FIG. 10 demonstrates the placement of a rectangular game tile imprintedwith a heart 4 onto the A5 coordinate of a bottom grid;

FIG. 11 demonstrates the full placement of a rectangular game tile 4onto the A5 coordinate of the bottom grid, along with the words “BIG”and “ON” placed onto the grid, and the number “7” and a tile marked witha semicircle also placed onto the board designated as “Player A”;

FIG. 12 demonstrates the placement of rectangular game tiles onto thebottom playing grid designated as “Player B”;

FIG. 13 illustrates an approximate positioning of a simplified closabletype game board device designated as “Player A” and a second simplifiedclosable type game board device designated as “Player B” as would be thecase for a two player competition, and

FIG. 14 through FIG. 22 demonstrates a round of moves between Player Aand Player B.

DETAILED DESCRIPTION OF THE INVENTION

As can be seen from the above figures, the game device (FIG. 4 and FIG.5) comprises two rectangular shaped boards of congruent dimensions. Oneof these functions as a bottom board I and the second functions as anupper vertical board II, which may be thought of as a lid. These arehinged together on one side, allowing the two boards to be closed in aperfect fit (FIG. 6).

When it is opened to an approximate ninety degree angle, the device mayrest flat upon a surface for play. Play is accomplished through the useof two grids which are revealed when the upper rectangular board II israised to a vertical position. This would place it in a ninety degreeangle with respect to the bottom horizontal board I. There is one bottomgrid located inside the device on a bottom board (FIG. 4). There is alsoone outer grid located on top of a vertical rectangular board lid (FIG.5).

The bottom grid is a playing field which is intended to be visible onlyto an individual participant during competition. The outer grid is aplaying field visible to all other opponents during competition.

The grid inside the device on a bottom board (FIG. 4) may be thought ofas a bottom action area playing field, and will be referred to as suchthrough the duration of this application. The outer grid, or playingfield, located on top of a lid (FIG. 5), along with the bottom actionarea playing field, are both of rectangular dimensions congruent to oneanother in height, length, and width, as well as in the total number ofunit spaces each grid holds.

The bottom action area playing field (FIG. 4) measures a height 13 ofapproximately between 0.1 inches and 50 inches and measures a length 14of approximately between 0.1 inches and 50 inches. This is the regiononto which rectangular marked tiles are placed prior to game start.Players agree before game start how many shapes, colors, words orletters and numbers are to be configured onto the bottom action areaplaying field.

The bottom action area playing field is the grid onto which a playerplaces marked rectangular tiles (FIG. 1, FIG. 2 and FIG. 3). Questionmarked tiles (FIG. 2) and red colored tiles (FIG. 2) are usedexclusively for the outer grid. For this application, a combination oflettered tiles (FIG. 1), numbered tiles (FIG. 3), and tiles marked withshapes (FIG. 2) will be placed onto the spaces of the bottom action areaplaying field. Players may elect to use only one set of the gameelements, or a combination of any two or more sets, for device play.

The total number of rows, columns, and therefore coordinate spaces, mayvary in an actual commercially marketed product. This would naturallydetermine the total number of game tiles to be used in competition. Forthis application, there are five rows and six columns holding a total ofthirty unit spaces within each grid.

The height 17 and length 18 of the outer playing field (FIG. 5), the onevisible to all opponents, are congruent to the height 13 and length 14of the bottom action area playing field. All playing fields are markedwith alphanumeric symbols above or below and to the sides of each grid.This allows for appropriate coordinate identification duringcompetition. All playing fields are identical in coordinate labeling.

The rows of all grids are marked to the side with numbers, and thecolumns are marked below each grid with letters in this application.However, other renditions of the disclosed invention could use differenttypes of identifiers in marking grid coordinates, such as charactersabove or below the grids, and colors on the sides.

During competition, as coordinates are selected, marked rectangulartiles are shifted into out of play positions. This is done by taking theindividual tiles from selected coordinates in the bottom action areaplaying field and placing them onto the spaces of the outer grid. Thisresults in game elements becoming visible to all opponents. An opponentexits competition when all of his or her own symbol and alphanumericallymarked rectangular tiles have been discovered, as displayed on the outerplaying field.

The length 16 of any given coordinate within a playing field measures asize of approximately between 0.1 and 50 inches (FIG. 4 and FIG. 5). Theheight 15 of any given coordinate within a playing field measures a sizeof approximately between 0.1 and 50 inches (FIG. 4 and FIG. 5).

The width 1 of all rectangular tiles (FIG. 1, FIG. 2, and FIG. 3), iscongruent and measures a size of approximately between 0.001 and 10inches. The height 2 of all rectangular tiles (FIG. 1, FIG. 2, and FIG.3), is congruent and measures a size of approximately between 0.001 and10 inches. The length 3 of all rectangular tiles (FIG. 1, FIG. 2, andFIG. 3), is congruent and measures a size of approximately between 0.001and 10 inches. Typically, the dimensions of the rectangular tiles wouldbe such that they fit within the parameters any coordinate on either ofthe two grids.

Commercially marketed versions of this invention may develop the tilesin such a way as to allow some space in between tiles. This would enableplayers to better grasp the tiles on and off spaces.

The length of the bottom board 8 and the length of the upper verticalboard 11 are congruent with a measure of approximately between 0.1 and50 inches (FIG. 4 and FIG. 5). The height of the bottom board 9 and theheight of the upper vertical board 10 are congruent with a measure ofapproximately between 0.1 and 50 inches (FIG. 4 and FIG. 5). The widthof the bottom board 7 and the width of the upper vertical board 12 arecongruent with a size measuring approximately between 0.1 and 50 inches(FIG. 4 and FIG. 5).

For purposes of discussion in this application, the disclosure willillustrate a short round of play between two participants—Player A andPlayer B. Keep in mind that that there may be more than two players in agiven competition, with each player utilizing a separate game board. Forexample, FIG. 7 illustrates a positioning of two game boards for playerA and Player B. FIG. 8 illustrates a positioning of three game boardsfor players A, B and C. FIG. 9 illustrates a positioning of four gameboards for players A, B, C and D. Therefore, there is no theoreticallimit to the number of participants who could play in a givencompetition.

Starting with Player A in FIG. 10, a heart marked rectangular tile 4 isplaced into the A5 coordinate of a bottom action area playing field.This is the region that opponents target during competition. FIG. 11shows the tile 4 fully placed onto the A5 coordinate. Other tiles areconfigured onto Player A's bottom action area playing field. Theseinclude lettered tiles for the words “ON”, found on C1 and D1, as wellas “BIG” which is assembled on D4, E4, and F4. A tile number “7” is oncoordinate A3 and a semicircle marked tile is placed onto F1.

FIG. 12 shows the game device for Player B where game elements areplaced onto the bottom action area playing field. These include a starmarked tile on F1, a crescent moon shaped tile on A2, and a wave shapedmarked tile on A3, and a lightning bolt marked tile on F3. The number“6” tile appears on B5 and the letters for the word “EAT” are placedonto the coordinates C3, D4, and E5.

FIG. 13 illustrates how the two game board devices for Players A and Bcould be positioned in preparation for gameplay.

During the explanation, this disclosure will show first player B's outergrid as Player A calls out a coordinate. As spaces are selected, thedisclosure will illustrate the effect that has on the Player B's outergrid. When Player A picks a space that has no game element prepositionedon it, the turns reverse. At that point this discussion will move toplayer A's game board and show player B selecting spaces and how thataffects player A.

The first move starts with player A. He or she calls the space D2. Thisresult has player B move a red colored rectangular tile 6 onto the D2coordinate (FIG. 14). FIG. 15 shows the red tile 6 fully placed onto theouter grid. This indicates that there was no game element prepositionedon the Player B Bottom Action Area Playing Field. The turn now goes toPlayer B.

Player B selects the A5 space, which in fact has a marked game element.Players have a choice prior to competition: Simply take alphanumeric andother symbol marked tiles from the bottom action area playing field andplace them onto the outer grid as selected spaces are called, or utilizequestion marked 5 tiles. Using such tiles expands the game into onewhere competitors must actually identify the game elements. In thisillustration, the disclosure has the players using the question marked 5tiles.

Player A places a question marked tile 5 onto the A5 space (FIG. 16).FIG. 17 shows the tile 5 fully attached to the outer grid on Player A.Player B now gets another turn to actually guess the element on A5.

Player B correctly guesses that the heart marked tile 4 rests on A5.Player A removes this tile 4 from the A5 space on his or her bottomaction area playing field, as is illustrated on FIG. 18.

FIG. 19 shows Player A removing the question marked tile 5 from the A5space on his or her outer grid, and attaching the heart marked tile 4 inits place on that coordinate. FIG. 20 shows the heart marked tile 4fully placed onto the A5 space on the outer grid of the Player A gameboard.

Player B gets another turn. This time, however, he or she selects the C4space. Player A has no marked game element on that coordinate on his orher bottom action area playing field. Therefore, FIG. 21 shows Player Aattaching a red colored tile 6 onto the outer grid C4 space. FIG. 22shows the red tile 6 fully attached to the C4 space on the outer grid.

This game would continue until all the marked game elements on one ofthe player's targeted bottom action area playing fields have beendiscovered and placed onto the outer grid of the vertical rectangularboard.

1. A Nim game device comprising: a rectangular closable type playingboard, the rectangular closable type playing board including arectangular lid and a rectangular bottom board which are both ofcongruent length, height, and width, wherein a rectangular lid and arectangular bottom board are hinged together on one side so as to beclosed, and when opened to an approximate ninety degree angle thenreveal two separate playing fields each of congruent dimensions, witheach playing field being a rectangular grid defined by a predeterminednumber of rows and columns which are sectioned into individual unitspaces, with each playing field having an equal number of rows, columns,and unit spaces, and where each unit space of each grid is of congruentdimensions; a first playing field, located inside a rectangular closabletype playing board on a surface of a rectangular bottom board, that isused as an action area for attaching and removing a first set, a secondset, and a third set of game pieces from individual unit spacecoordinates of a first playing field, wherein each individual unit spacecoordinate of a first playing field is rectangular in dimensions; asecond playing field, located on a surface on top of a rectangular lid,that is used as a display area for attaching and removing a first set, asecond set, a third set, a fourth set, and a fifth set of game piecesfrom individual unit space coordinates of a second playing field,wherein each individual unit space coordinate of a second playing fieldis rectangular in dimensions; a perimeter of space equal to one row ofgrid units surrounding both of the two playing fields such that one sideabove or below and one side to the left or right of each playing fieldgrid are marked with alphanumeric symbols for the purpose of coordinateidentification; five sets of game pieces in the form of rectangulartiles which measure a length and a height dimension that is less than orequal to a length and a height dimension of each individual unit spacecoordinate, wherein a first set of game pieces has a letter imprintedonto one side of a rectangular tile, and which is attached to andremoved from individual unit space coordinates of a first and a secondplaying field grids; a second set of game pieces in the form ofrectangular tiles which measure a length and a height dimension that isless than or equal to a length and a height dimension of each individualunit space coordinate, wherein a second set of game pieces has a shapeimprinted on one side of a rectangular tile, and which is attached toand removed from individual unit space coordinates of a first and asecond playing field grids; a third set of game pieces in the form ofrectangular tiles which measure a length and a height dimension that isless than or equal to a length and a height dimension of each individualunit space coordinate, wherein a third set of game pieces has a numberimprinted on one side of a rectangular tile, and which is attached toand removed from individual unit space coordinates of a first and asecond playing field grids; a fourth set of game pieces in the form ofrectangular tiles which measure a length and a height dimension that isless than or equal to a length and a height dimension of each individualunit space coordinate, wherein a fourth set of game pieces has aquestion mark imprinted on one side of a rectangular tile, and which isattached to and removed from individual unit space coordinates of asecond playing field grid to indicate that a selected coordinate holds afirst set, second set, or third set game piece that has beenprepositioned by an opponent on a corresponding coordinate of a targetedfirst playing field grid and whose identity is unknown, and a fifth setof game pieces in the form of rectangular tiles which measure a lengthand a height dimension that is less than or equal to a length and aheight dimension of each individual unit space coordinate, wherein afifth set of game pieces has a red surface imprinted on one side of arectangular tile, and which is attached to and removed from individualunit space coordinates of a second playing field grid to indicate thatno first set, second set, or third set game piece has been prepositionedby an opponent on a corresponding coordinate of a targeted first playingfield grid.
 2. The Nim game device of claim 1 further including aperimeter of space equal to one row of grid units surrounding a firstplaying field and a second playing field such that at least one side ofeach grid is marked with shapes for the purpose of coordinateidentification.
 3. The Nim game device of claim 1 further including aperimeter of space equal to one row of grid units surrounding a firstplaying field and a second playing field such that at least one side ofeach grid is marked with colors for the purpose of coordinateidentification.
 4. The Nim game device of claim 1 further including aperimeter of space equal to one row of grid units surrounding a firstplaying field and a second playing field such that at least one side ofeach grid is marked with persons or characters for the purpose ofcoordinate identification.
 5. The Nim game device of claim 1 furtherincluding game pieces in a form of rectangular tiles which measuredimensions less than or equal to a length and height of each individualunit space coordinate of a first playing field or a second playingfield, wherein the game pieces have a color imprinted on one side. 6.The Nim game device of claim 1 further including game pieces in a formof rectangular tiles which measure dimensions less than or equal to alength and height of each individual unit space coordinate of a firstplaying field or a second playing field, wherein the game pieces have aperson or character imprinted on one side.